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Messages - TwinMoon

#121
Anyone going to Lowlands* next week? (I'm not :()
But you can still make me feel like I was there, by writing me some rock 'n roll! Woo!
(With Rock 'n roll I also mean the styles it spawned: hardrock, alt.rock, punkrock / grunge.)

Rules:
- No rules!
- Ok, one rule: enter before 5 september. After that there's two days of voting.


We'll skip the uploading anonymously part and post right into this thread, ok? The next host can decide if s/he brings it back.

* Lowlands is the second biggest festival in the Netherlands
#122
Completely missed this competition ending... :(
But Yay! I won! (even if only in one persons opinion)

I'll start a new one when I can think of something...
#123
Unless you're using a recent beta version, yes, there is.

Changes in 3.1 beta 5:
* Removed room height limit of 1400 pixels.


So 3.1 won't have this, but it's still a beta release.
#124
You used a different chord progression and a different picking pattern - it sounds nothing like the Stairway to me.
I was reminded of The Call of Chtulhu at one place though. But only slightly.

I like the main riff. Very sad sounding, but in a good way.
#125
Put a label on a gui, give it a Name (for instance lblStatus) and in your repeatedly_execute (in the global script) put the line:

lblStatus.Text = Game.GetLocationName(mouse.x, mouse.y);


(check out the GetLocationName entry in the help file for more info)
#126
I'd like to second ProgZMax's request (previous page) for a name property to be added to Gui controls. Or custom properties.

Either one would be great.
#127
Critics' Lounge / Re: Sci-Fi GUI design
Tue 05/08/2008 21:05:46
Using the inventory that way seems very intuitive, so that's good.

Some things:
The exit button's icon is a little unclear. Maybe a X would be better.
What are those other buttons for? (The gun, the three zeroes and the key)
#128
General Discussion / Re: Police Quest 1
Mon 04/08/2008 14:11:43
You're doing a remake AND are worried about the possibility of colours being copyrighted? Wow.

Well, good you're making sure, but that's a little bit too cautious. Just make sure you're keeping the driving stuff the same - that was my major letdown in PQ1 VGA.
#129
I don't use that module, but:

You could disable the label: if it is called lblStatusline, you could put in the repeatedly_execute (global script):

if ( (Mouse.Mode == eModeWait) && (lblStatusline.Visible==true) )
  lblStatusline.Visible = false;
else if (lblStatusline.Visible == false) lblStatusline.Visible = true;


Alternatively, in the module itself there also is a rep_exe, you could stop it from updating whenever the cursor is in wait mode.

EDIT: Just skimmed through the module, Andrew uses rep_exe_always. IMHO changing it to this should solve your problem:

Code: ags
function repeatedly_execute_always() {
  if (Mouse.Mode != eModeWait) Description.rep_ex();
}

#130
Are you sure you're not using weird settings when exporting? I also use FLStudio7 and exported Mp3 sounds excactly the same.

It's a stretch, but you could try updating to the latest mp3 encoder:

In the main folder "FL Studio 7" there should be a file called LAMEEnc.dll. That's the lame encoder.
You can download the latest version of it here: http://www.free-codecs.com/download/Lame_Encoder.htm  (and in various other places). You'll have to rename it to LAMEEnc.dll, or else fruityloops won't find it.

(Backup files before overwriting them of course ;) )
#131
Since you have to draw it all, there's no better paint program than you yourself.
It all depends on your own talent. What program you use is the one that suits you best.

That said, follow Evil's first link, download a few and stick with the one that suits you best. (I can recommend GraphicsGale btw.)
#132
I'd say a link to the changelog and then an RSS feed from SSH's ags blog.

What's new in AGS 2.8?
#133
Critics' Lounge / Re: Sluggy walkcycle
Sat 19/07/2008 16:52:56
I like the boarding school look, with his hair neatly combed.

Should his head move so far down? Especially the eyes, it looks more like s/he's turning to go southwards.

But a good character already!
#134
Looking good! A few minor points:

- You should try moving the body up  the frame after his foot is all the way to the front; to give it that punch like markbilly said.
- if you were to colour the legs different, it look better. For instance, make the one to the back darkgrey.
- in one frame his foot goes below the 'line of walking'. To me it looks like he's punching his toe into the ground.
- that kick to the back looks odd
- The hands that furthest away could use a little more detail; it looks like he was careless with fireworks.
#135
I have no idea what you're talking about.
Just make some folders called Games, Graphical Programs, Audio programs etc. in your Start Menu and organise those links.

And delete unnecessary links.
#136
Totally agree with InCreator there.

I would love to see a political game - why does it all have to be sf and non-realistic detective settings?
#137
Quote from: JuuL on Fri 18/07/2008 16:36:16
When trying to make the status line I get this error:
Error (line 14): cannot assign initial value to global pointer.
(Line 14 is the one saying String location = Game.GetLocationName(mouse.x, mouse.y);)

You can also just use:
Code: ags
gStatusline.Text = Game.GetLocationName(mouse.x, mouse.y);

instead of
Code: ags
String location = Game.GetLocationName(mouse.x, mouse.y);
gStatusline.Text = location;


I'm always using variables, but I guess it's not necessary here.


Quote from: JuuL on Fri 18/07/2008 16:36:16
I also had some problems with the second code, but adding SetTimer(1, 1); to the beginning of finally made it work (but for some reason only with the value '1'). However, now I just have the first guy saying his line for a very long time - appearantly indefinately.
Yes, I forgot that to start the dialog you have to make IsTimerExpired be true, which you do by putting SetTimer(1,1);

I think the problem is that put SetTimer(1,1) in the repeatedly_execute, so it will be set to true every game cycle.
Move it to room_Load and it should be fine.

SetTimer(2,40) by the way means that the game will wait 40 game loops (about one second) before the second timer gets set to true (or 1).
#138
Like it just crawled out of Lovecraft's imagination... Good one!
#139
Status line:

What you do is you make a new GUI with a label on it. You give the label an appropriate name (gStatusline or something) and add this to the repeatedly_execute:

Code: ags

String location = Game.GetLocationName(mouse.x, mouse.y);
gStatusline.Text = location;


Talking in background:

SayBackground is the non-blocking version of Say. However, you can't use dialogs with it. I think using timers would be the easiest way. A construction like this: (also in rep_exe)

Code: ags

  if (IsTimerExpired(1) == 1) {
    cGuy.SayBackground("Well, there we are.");
    SetTimer(2, 40);
  }
  if (IsTimerExpired(2) == 1) {
    cOtherGuy.SayBackground("Yup.");
    SetTimer(3, 40);
  }


et cetera...

You'll have to juggle a bit with the amount of delay.
#140
I was a little bit skeptical, but it's actually possible to make decent sounding music with this - check out my kewl bass thang based on the first notes of Pi with drums and a synth added. (Not an entry btw.)

(EDIT: Well, not the first notes, but the first decimal numbers converted into notes)
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